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  #1  
Old August 17th, 2007, 07:40 PM

llamabeast llamabeast is offline
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Default Re: Mod Balance Guide, Magic Paths

Okay, I wonder what you think of my Tomb Kings paths.

Recruitable-anywhere sorceror:
F2A1D1, 220 gold (deliberately expensive)

Recruitable-anywhere high priests:
D2H3, 260 gold

Capital-only Tomb King:
F2D3H3 + 100% (DS) + 100% (FEA) + 50% (FEADS) (450 gold)

This gives 1 in 30 E2/A2 and 1 in 20 S2. But as a nation they are mean death and fire mages.
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Old August 17th, 2007, 08:17 PM
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Default Re: Mod Balance Guide, Magic Paths

What era is this supposed to be in? I'm gonna assume mid.

Max paths are: F3D4S1E1A1, occasionally more.

Compare to MA Marignon: F3S3A1E1, rarely more.

So you've 2 path points on Marignon, more if you're lucky. Call that 10 points for you.
Marignon's F2 anywhere-guy is only 150 gold instead of 220 gold. He's also a passable communion slave. I'd say that's a point for Marignon.
Marignon can mindhunt. With a 1/40 S4 they can build RoS and then RoW - you need a 1/30 E2 *and* a 1/20 S2 to even equal his astral 3. That's 2 points for Marignon.
OTOH, the extra path you've given yourself is death. Not only can every tom, dick and harry talk to the dead, you can also make skull mentors and death boost items. Gotta be worth 4 points.
You've got the highly useful SD combo. Not on your spammables, but still. That's worth a point for you.

The Witch Hunter has a RE of 500 * 1.75 / 150 = 5.83.
Your Sorcerer has a RE of 600 / 220 = 2.73.
That's 9 points for Marignon.

So 10 - 1 - 3 + 4 - 9 = +2. I'd say your nation has very slightly better magic than MA Marignon, overall. Which is about the same thing I would've said without all that math that cancels out .
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Old August 18th, 2007, 02:46 AM

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Default Re: Mod Balance Guide, Magic Paths

Great, thanks Dr P! Nice analysis. And sounds like they are probably okay to me, since I think they should be magically strong. I think they will be MA, since I've got the backstory dependent on Ermor's fall.
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Old August 18th, 2007, 10:14 AM
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Default Re: Mod Balance Guide, Magic Paths

On the other hand your research is utterly apalling. Off the top of my head I can't think of a MA nation with a worse research efficiency. Maybe Vanheim? I felt pritty limited research-wise while playing Abyssia, whose Anathemants have a roughly equal gold/research ratio as your sorcerers, but at least the Anathemants are sacred. Of course you have access to all three research boosting items, but even so...
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Old August 28th, 2007, 12:15 PM

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Default Re: Mod Balance Guide, Magic Paths

Just a comment on your Blood valuation.

1 Blood is really only useful on a cheap non capital mage. An expensive mage with a single blood just doesn't work as a blood hunter. Maybe give points like you do for communion slaves or research.
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